About Matsumoto Rokuro

HISTORY
Rokuro was born the sixth son of a minor noble of the House of Matsumoto in Minkai. Destined for a life at court as an aide to more senior members of the household, he instead found a talent for the manipulation of certain arcane energies and practiced both it and the art of swordplay in private, not really paying any attention to his other studies.
When a foreign dignitary stayed at the family estate one night on his way to the capital of Kasai, Rokuro took a chance and stowed away with them, posing as a guard, when they departed.
He stayed in the employ of the dignitary, one Varish Elongian, even after he was found out. Varish saw a little of himself in the youth and when the time came to return to the city of Absolom Varish offered Rokuro the chance to come with him. Rokuro accepted and the next day they were both whisked by magic halfway around the globe to the City at the Centre of the World. There, Varish finally revealed that he was a member of the Pathfinder Society and sponsored Rokuro’s acceptance through the Lantern Lodge.
Varish is now a Venture-Captain stationed in Minkai and reporting directly to Amara Li and Rokuro has become a fledgling Pathfinder in his own right, stationed in Varisia. One day, he hears about the disappearance of a boy and vows to help find him for his father...

DESCRIPTION
Rokuro is a short, broad shouldered handsome man with the yellow brown skin of the Minkai. His close cropped hair is slightly longer at the fringe and the beginnnings of a short mostache seem to perpetually be in the process of growing.
He wears the traditional dark blues of House Matsumoto and walks with a confidence that his small frame doesn't seem to warrant.
Sheathed across his back is a sword that is longer than he himself is tall but which he handles with practiced ease. A two foot long dark blue stitched hilt bears a four foot shiny silver blade, folded and honed to razor sharpness.

Rokuro has a fear of scorpions after his brothers locked him in a closet one day and one started to crawl over him. They only let him out when his screams became truly hysterical.

Because of his brothers prank, he also fears confined spaces. Not simple things like being underground and such, but actual tight enclosed spaces like closets, coffins, tight tunnels, etc...

2 or more things loved dearly

Rokuro loved his Grandfather dearly and used to sit on his knee all the time to hear stories of his old military days and days of adventure.

He loves his Grandfather’s Nodachi, Akari and would practice with it every day in the family dojo once he was old enough.

1 or more things embarrassed by

He is embarrassed by his irrational fear of enclosed spaces. He knows the reason for it, but thinks that because of his warrior training he should be able to put it aside.

1 thing most proud

That he is out adventuring and doing good using Akari like his Grandfather used to, instead of it gathering dust in a display case.

1 secret you will do anything to hide

Rokuro stole his Grandfather’s blade from the family dojo before he fled the family estate. He is not proud of this fact, but he knows that were his father to catch up to him, it would mean severe punishment and possible death from the dishonour.

I have given him the Rich Parents Trait in order to signify this Blade. The Trait makes a character’s starting gold 900gp at first level. I only spent the 810gp I needed for the Nodachi and didn’t bother about the other 90gp, since I took it purely for back story and technically not to gain the extra gold. All other equipment was purchased from the regular starting gold.

1st LEVELEnergy WeaponSchool: Transmutation (See text); Level: Drd 1, Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S, F
Range: Touch
Target: 1 weapon
Duration: 1 round/level
Saving Throw: None; Spell Resistance: No
Casting this spell sheaths one weapon in one of five energy types of the caster’s choice (acid, cold, fire, electricity, or sonic). For the duration of the spell, the enchanted weapon deals an additional 1d6 damage of the energy type chosen on a successful hit. The elemental energy imbued does not harm the caster, or the weapon, but it may affect surrounding objects (for example, a flaming sword could be used to ignite a pool of oil).

OvercompensationSchool: Transmutation; Level: Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Weapon touched
Duration: 1 hour/level
Saving Throw: Will negates (object, harmless); Spell Resistance: Yes (object, harmless)
This spell causes the weapon touched to grow to the next smallest size that would normally make it impossible to wield. The damage dealt by the weapon increases as though it were one size category larger, but the weapon can be wielded as though it were its original size.
This effect does not stack with other magic effects that increase size, such as enlarge person or righteous might.

Magic Item Descriptions:

WayfinderAura faint evocation; CL 5th
Slot none; Price 500gp; Weight 1 lb.
Description
A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a non-magical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.
ConstructionRequirements Craft Wondrous Item, light; Cost 250gp
containing a...Cracked Dusty Rose Prism:
This stone grants a +1 competence bonus on initiative checks.
When inserted into a Wayfinder, this also confers a +2 insight bonus on CMB checks and to CMD.
Price: 500gp.

Goblet of QuenchingAura faint conjuration (creation); CL 3rd
Slot none; Price 180gp; Weight 1 lb.
Description
At your command, this simple clay goblet fills itself with cool, fresh drinking water. The goblet can create up to 2 gallons of water per day. The water evaporates normally if left exposed, and is completely normal water; you can store it, use it to create holy water, and so on.
ConstructionRequirements Craft Wondrous Item, create water; Cost 90gp

Pathfinder PouchAura none; CL 9th
Slot none; Price 1,000gp; Weight 1 lb.
Description
This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their non-magical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
ConstructionRequirements Craft Wondrous Item, magic aura, secret chest; Cost 500gp

Silversheen
Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.
They are always masterwork weapons; the listed price includes the cost of the masterwork bonus.
Aura None (non-magical property); CL –
Requirements Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp.